Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.
1. A method comprising: by one or more computing systems, generating an editor user interface, wherein the editor user interface comprises: an editor module that comprises an editor model, wherein the editor model comprises an editor value corresponding to a bindable property associated to an animation effect; and an engine module that comprises an engine model, wherein the engine model comprises an engine value corresponding to the bindable property; by the one or more computing systems, receiving user input corresponding to a modification of the editor value; by the one or more computing systems, modifying the editor value based on the user input; by the one or more computing systems, continuously synchronizing the modified editor value with the engine value; by the one or more computing systems, generating a processed animation value based on the synchronized engine value; and by the one or more computing systems, modifying the animation effect based on the processed animation value.
This invention relates to computer graphics and animation, specifically to a system and method for dynamically editing animation effects. The problem addressed is the need for a responsive and intuitive way to modify animation parameters in real-time. The system comprises an editor user interface. This interface includes an editor module containing an editor model. The editor model holds an editor value that is linked to a specific property of an animation effect, referred to as a bindable property. Additionally, the interface has an engine module with an engine model. The engine model also contains an engine value associated with the same bindable property. The method involves receiving user input that modifies the editor value. This modified editor value is then synchronized with the engine value. Based on this synchronized engine value, a processed animation value is generated. Finally, the animation effect itself is modified according to this processed animation value, allowing for real-time visual feedback during the editing process.
2. The method of claim 1 , further comprising: displaying the animation effect in a display module associated with the editor user interface; synchronizing the processed animation value with a runtime value, wherein the editor module further comprises the runtime value; and outputting the runtime value in the display module while the animation effect is displayed.
This invention relates to animation editing systems, specifically improving real-time visualization and synchronization of animation effects within an editor interface. The problem addressed is the lack of seamless integration between animation editing and runtime visualization, which can lead to discrepancies between the edited animation and its final output. The system includes an editor user interface with a display module for showing animation effects and an editor module that processes animation values. The method involves displaying the animation effect in the display module while synchronizing the processed animation value with a runtime value stored in the editor module. The runtime value is then output in the display module simultaneously with the animation effect, ensuring real-time consistency between the edited animation and its runtime representation. This synchronization allows users to immediately see the impact of their edits, reducing errors and improving workflow efficiency. The system may also include additional features such as adjusting animation parameters and validating the processed animation values before synchronization. The overall goal is to provide a more accurate and responsive animation editing experience.
3. The method of claim 2 , wherein modifying the animation effect further comprises: updating the engine model based on the synchronized engine value; rendering the animation effect using the updated engine model to produce a modified animation effect; and displaying the modified animation effect in the display module.
This invention relates to real-time animation systems for visualizing engine performance, particularly in applications like vehicle dashboards or simulation environments. The problem addressed is the need to dynamically adjust animation effects to accurately reflect real-time engine data, ensuring visual feedback remains synchronized with actual performance metrics. The method involves modifying an animation effect by first synchronizing an engine value, such as RPM or torque, with an engine model. The engine model is then updated based on this synchronized value. Using the updated model, the animation effect is rendered to produce a modified version, which is subsequently displayed in a display module. This ensures that visual representations, such as rotating components or performance indicators, accurately reflect the current engine state. The process may also include generating an initial animation effect based on an initial engine value and displaying this effect before modifications occur. The synchronization step ensures continuous alignment between the engine's real-time data and the visual output, enhancing accuracy and responsiveness. The display module may be part of a dashboard or a simulation interface, providing users with intuitive, real-time feedback on engine conditions. The invention improves user experience by maintaining visual coherence with actual performance, which is critical in applications requiring precise monitoring or training.
4. The method of claim 2 , wherein the runtime value is initially set to the editor value.
A system and method for managing configuration values in a software application involves dynamically adjusting runtime values based on user input and predefined conditions. The system includes an editor interface that allows users to set initial configuration values, which are then used to initialize runtime values in the application. The runtime values can be modified during execution based on external factors, such as system performance metrics or user preferences, while the editor values remain unchanged as a reference. This approach ensures that the application can adapt to changing conditions without requiring manual updates to the editor settings. The method includes steps for validating the runtime values against predefined constraints, such as data type or range limits, and reverting to the editor values if invalid conditions are detected. The system also provides a mechanism for logging changes to the runtime values, allowing for auditing and debugging. This solution addresses the problem of static configuration management, where applications rely on fixed settings that may not be optimal for varying operational environments. By decoupling the editor values from runtime values, the system enables more flexible and responsive configuration handling.
5. The method of claim 4 , wherein the bindable property is designated as bound or unbound, wherein if the bindable property is designated as bound, then the modified editor value is not synchronized with the engine value.
This invention relates to data binding in software applications, specifically addressing synchronization issues between user interface (UI) elements and underlying data models. The problem occurs when a UI editor modifies a value that should not be synchronized with the engine or data model, such as during temporary edits or conditional updates. The solution involves designating a bindable property as either "bound" or "unbound." When the property is marked as "bound," changes made in the UI editor are not propagated to the engine or data model, preventing unintended updates. This allows for temporary modifications or conditional logic without affecting the underlying data. The method ensures that only intended changes are synchronized, improving data consistency and reducing errors in applications where UI edits must be selectively applied. The approach is particularly useful in scenarios where user input must be validated or processed before being committed to the data model, such as in form-based applications or real-time editing systems. By controlling synchronization through a binding state, the invention provides a flexible way to manage data flow between UI components and backend systems.
6. The method of claim 5 , further comprising a bound properties map, wherein if the bindable property of the bindable property is designated as bound, then the bindable property is stored in the bound properties map.
A system and method for managing bindable properties in a data processing environment involves tracking and storing property bindings to optimize data synchronization. The technology addresses the challenge of efficiently managing dynamic property bindings in applications where properties may be linked to external data sources or other system components. The method includes a bound properties map that stores bindable properties when they are designated as bound. This ensures that bound properties are tracked and can be efficiently accessed or updated when their bound values change. The system may also include a property binding mechanism that allows properties to be dynamically linked to external data sources or other system components, and a synchronization mechanism that updates bound properties when their bound values change. The bound properties map provides a centralized repository for tracking bound properties, enabling efficient synchronization and reducing the overhead of repeatedly checking property bindings. This approach improves performance in applications where properties frequently change or are linked to multiple data sources.
7. The method of claim 5 , wherein a first object comprises the bindable property, and if the bindable property is designated as unbound, then enabling replacement the first object with a second object.
This invention relates to object binding in software systems, specifically addressing the challenge of dynamically managing object relationships to improve flexibility and maintainability. The method enables the replacement of a first object with a second object when a bindable property of the first object is designated as unbound. The bindable property acts as a configurable attribute that determines whether the object can be replaced. When the property is set to unbound, the system allows the first object to be substituted with a second object, ensuring seamless transitions without disrupting dependent processes. This approach enhances modularity by decoupling object dependencies, allowing for easier updates, testing, and maintenance. The method supports dynamic reconfiguration of object relationships, which is particularly useful in applications requiring adaptable architectures, such as user interfaces, data processing pipelines, or event-driven systems. By enabling conditional replacement based on the bindable property's state, the invention provides a structured way to manage object lifecycles and dependencies, reducing the risk of errors during runtime modifications. The solution is applicable in various domains, including software development frameworks, enterprise applications, and real-time systems where flexibility and dynamic behavior are critical.
8. The method of claim 7 , wherein the animation effect displayed on the editor user interface restarts if: the first object is removed from the animation effect; the second object is added to the animation effect; or the first object is renamed.
This invention relates to animation editing systems, specifically methods for managing animation effects in a user interface editor. The problem addressed is ensuring animation effects remain consistent and properly synchronized when objects within the animation are modified. The invention provides a method to automatically restart an animation effect under specific conditions to maintain visual coherence. The method involves monitoring changes to objects involved in an animation effect. If the first object is removed from the animation, the second object is added to the animation, or the first object is renamed, the animation effect is automatically restarted. This ensures the animation remains synchronized with the current state of the objects. The method may also include displaying a preview of the animation effect in the editor user interface, allowing users to see the changes in real-time. The invention improves animation editing workflows by preventing inconsistencies that could occur when objects are modified during the animation process. By automatically restarting the animation under these conditions, the system maintains accurate visual feedback and reduces manual intervention. This is particularly useful in complex animation projects where multiple objects and effects are involved.
9. The method of claim 5 , wherein the designation of the bindable property is updated from unbound to bound while the animation effect is displayed.
This invention relates to user interface systems that handle dynamic property binding during animation effects. The problem addressed is ensuring smooth visual feedback when a property transitions from an unbound to a bound state during an animation, preventing abrupt visual changes that degrade user experience. The system monitors a bindable property in a user interface element. When an animation effect is triggered, the property's state is dynamically updated from unbound to bound. This update occurs seamlessly during the animation, ensuring continuity in the visual representation. The animation effect may involve transitions like scaling, fading, or positional changes, and the property binding update is synchronized with these effects to maintain visual coherence. The system may also include mechanisms to detect when the property becomes eligible for binding and to trigger the animation effect in response. The animation parameters, such as duration and easing functions, are configured to ensure the transition appears natural and fluid. The property binding update is performed without interrupting the animation, preserving the intended visual flow. This approach improves user interface responsiveness by preventing visual glitches during state transitions, particularly in applications where properties are dynamically bound to data sources or other interface elements. The solution is applicable to various animation scenarios, including interactive widgets, data visualizations, and form elements.
10. The method of claim 9 , wherein one or more options of the display module are gated based on user behavior.
A system and method for dynamically controlling display module options based on user behavior. The technology operates in the field of user interface customization, addressing the problem of static or overly complex interfaces that do not adapt to individual user needs. The method involves monitoring user interactions with a display module, such as a graphical user interface, to analyze patterns and preferences. Based on this analysis, certain options or features of the display module are selectively enabled or disabled, effectively gating access to them. This ensures that users are presented with only the most relevant or frequently used options, reducing cognitive load and improving efficiency. The gating mechanism may involve hiding, graying out, or otherwise restricting access to less relevant options while prioritizing those that align with the user's observed behavior. The system may also adjust the gating criteria over time as user behavior evolves, ensuring continuous optimization of the interface. This approach enhances user experience by tailoring the interface to individual usage patterns while maintaining flexibility for occasional access to less frequently used features.
11. The method of claim 1 , further comprising a static map, wherein the static map associates the editor value with the engine value.
A system and method for managing configuration data involves a static map that associates editor values with engine values. The system includes a configuration editor that allows users to input or modify configuration parameters, where these parameters are represented as editor values. These editor values are then translated into engine values, which are the actual values used by a processing engine to execute tasks or operations. The static map serves as a predefined lookup table that defines the relationship between editor values and their corresponding engine values, ensuring consistent and accurate translation. This approach simplifies the configuration process by abstracting the complexity of engine-specific values from the user interface, allowing users to work with more intuitive or standardized editor values. The system may also include validation mechanisms to ensure that the translated engine values are within acceptable ranges or formats before being applied. This method is particularly useful in environments where configuration parameters must be frequently adjusted or where different users with varying levels of technical expertise need to interact with the system. The static map can be updated or extended to support new editor-engine value pairs as needed, providing flexibility in managing evolving configuration requirements.
12. The method of claim 6 , wherein the editor user interface further comprises a video feed and the display module displays a play/pause button, wherein selection of the play/pause button pauses the animation effect and the video feed at a first frame or plays the animation effect and the video feed from the first frame.
This invention relates to an interactive editor user interface for managing video content with synchronized animation effects. The system addresses the challenge of coordinating video playback with dynamic visual effects, ensuring seamless synchronization between the video feed and animation elements. The editor interface includes a video feed display and a play/pause button. When the play/pause button is selected, the system either pauses both the animation effect and the video feed at a specific frame or resumes playback from that frame. This allows users to precisely control the timing of visual effects relative to the video content, enhancing editing workflows. The interface may also include additional features such as animation controls, video playback adjustments, and synchronization tools to ensure smooth integration between the video and animation components. The invention improves user experience by providing intuitive controls for managing complex multimedia editing tasks.
13. The method of claim 12 , further comprising, while the animation effect is paused at the first frame: receiving the user input corresponding to the modification to the editor value; modifying the editor value based on the user input; synchronizing the modified editor value with the engine value; generating the processed animation value based on the synchronized engine value; synchronizing the processed animation value with the runtime value; and displaying the runtime value in the display module.
This invention relates to a system for real-time animation editing and synchronization in a graphical user interface. The problem addressed is the need to modify animation parameters dynamically while maintaining synchronization between different stages of the animation pipeline, including editor values, engine values, processed animation values, and runtime values. The system includes an editor module for defining animation parameters, an engine module for processing these parameters, and a display module for rendering the animation. The method involves pausing the animation at a specific frame, receiving user input to modify an editor value, and updating the editor value accordingly. The modified editor value is then synchronized with an engine value, which is processed to generate a processed animation value. This processed value is synchronized with a runtime value, which is displayed in the display module. The synchronization ensures that changes made in the editor are reflected in real-time across all stages of the animation pipeline, allowing for seamless and consistent animation editing. The system enables efficient adjustments to animation parameters without disrupting the workflow, particularly useful in applications requiring precise control over animated content.
14. The method of claim 13 , wherein the display module further displays the bindable property, a value associated with the bindable property, and an edit option, wherein: the value is set to the editor value if the bindable property is designated as unbound; and the value is set to the engine value if the bindable property is designated as bound.
This invention relates to a system for managing and displaying bindable properties in a user interface, particularly in software development environments where properties can be dynamically bound to data sources or manually edited. The problem addressed is the need for a clear and efficient way to visualize and modify bindable properties, ensuring users can easily distinguish between bound and unbound states while maintaining data consistency. The system includes a display module that presents bindable properties along with their current values and an edit option. For each property, the display module determines whether it is bound or unbound. If the property is unbound, the displayed value is set to an editor value, which represents the value entered or modified by the user. If the property is bound, the displayed value is set to an engine value, which is the value provided by the bound data source. This ensures that users see the correct value based on the property's binding state, preventing confusion between user-edited and system-provided values. The edit option allows users to modify unbound properties directly, while bound properties may either be locked or provide an option to unbind them for editing. This approach enhances usability by providing a clear visual distinction between bound and unbound states, improving workflow efficiency in development environments.
15. The method of claim 14 , wherein the display module receives the user input via the edit option if the bindable property is designated as unbound, and the display module disables the edit option if the bindable property is designated as bound.
This invention relates to a system for managing user interface (UI) elements in a data binding framework, particularly for controlling the editability of properties based on their binding state. The system includes a display module that presents UI elements with bindable properties, where each property can be either bound or unbound. When a property is unbound, the display module enables an edit option, allowing the user to modify the property directly. Conversely, if the property is bound, the display module disables the edit option, preventing direct edits to ensure data consistency with the bound source. The system dynamically adjusts the UI based on the binding state, ensuring that users can only edit properties that are not tied to external data sources. This approach enhances usability by providing clear feedback on which properties can be modified while maintaining data integrity in bound scenarios. The invention is particularly useful in applications where UI elements must reflect real-time data changes without allowing manual overrides that could disrupt synchronization.
16. The method of claim 12 , further comprising, after completion of a migration, triggering a system event that starts the animation effect from the first frame.
This invention relates to a method for animating a graphical user interface (GUI) element during a migration process, such as moving or resizing a window or widget. The problem addressed is the lack of visual feedback during such operations, which can lead to user confusion or disorientation. The method provides a smooth, animated transition to enhance user experience. The method involves detecting the initiation of a migration operation, such as dragging a window or resizing a widget. During the migration, the system captures a sequence of frames representing the movement or transformation of the GUI element. After the migration is complete, the system triggers a system event that initiates an animation effect. This animation replays the captured frames from the first frame, providing a smooth, continuous visual transition that mimics the migration process. The animation helps users perceive the movement or transformation as a fluid, natural action rather than an abrupt change. The method may also include adjusting the animation speed or frame rate to optimize performance and user experience. The animation can be customized based on the type of migration, such as horizontal movement, vertical movement, or scaling. The system may also allow users to enable or disable the animation effect based on preference or system performance constraints. This approach improves the visual coherence of the GUI, making interactions more intuitive and satisfying.
17. One or more non-transitory computer-readable storage media embodying software that is operable when executed by a server computing device to: generate an editor user interface, wherein the editor user interface comprises: an editor module that comprises an editor model, wherein the editor model comprises an editor value corresponding to a bindable property associated to an animation effect; and an engine module that comprises an engine model, wherein the engine model comprises an engine value corresponding to the bindable property; receive user input corresponding to a modification of the editor value; modify the editor value based on the user input; continuously synchronize the modified editor value with the engine value; generate a processed animation value based on the synchronized engine value; and modify the animation effect based on the processed animation value.
This invention relates to a system for real-time synchronization of animation properties in a user interface editor. The problem addressed is the need for seamless integration between an editor interface and an animation engine, ensuring that changes made in the editor are immediately reflected in the animation output without manual intervention. The system includes a server computing device executing software that generates an editor user interface. The interface comprises an editor module and an engine module. The editor module contains an editor model with an editor value representing a bindable property linked to an animation effect. The engine module contains an engine model with an engine value corresponding to the same bindable property. When a user modifies the editor value, the system updates the editor value and continuously synchronizes it with the engine value. The engine then processes the synchronized value to generate a processed animation value, which dynamically adjusts the animation effect in real time. This ensures that any changes made in the editor are instantly reflected in the animation output, improving workflow efficiency and reducing errors. The system is particularly useful in applications requiring real-time animation adjustments, such as game development or interactive media design.
18. The one or more non-transitory computer-readable storage media of claim 17 , wherein the software is further operable when executed to: display an animation effect in a display module associated with the editor user interface; synchronize the processed animation value with a runtime value, wherein the editor module further comprises the runtime value; and output the runtime value in the display module while the animation effect is displayed.
This invention relates to computer software for animation editing, specifically improving the visualization and synchronization of animation effects in an editor user interface. The problem addressed is the difficulty in accurately previewing and synchronizing animation effects during the editing process, which can lead to inconsistencies between the edited animation and its final runtime behavior. The system includes a software module that processes animation data to generate an animation effect displayed in an editor user interface. The software synchronizes the processed animation values with a runtime value, which represents the final output state of the animation. The editor interface includes a display module that shows the animation effect while simultaneously outputting the corresponding runtime value. This ensures that the animation effect displayed to the user accurately reflects the runtime behavior, allowing for real-time adjustments and verification of the animation's final appearance. The synchronization between the processed animation values and the runtime value ensures consistency between the editing environment and the actual runtime output, improving the efficiency and accuracy of the animation editing process.
19. A system comprising: one or more processors; and one or more computer-readable non-transitory storage media coupled to one or more of the processors and comprising instructions operable when executed by one or more of the processors to cause the system to: generate an editor user interface, wherein the editor user interface comprises: an editor module that comprises an editor model, wherein the editor model comprises an editor value corresponding to a bindable property associated to an animation effect; and an engine module that comprises an engine model, wherein the engine model comprises an engine value corresponding to the bindable property; receive user input corresponding to a modification of the editor value; modify the editor value based on the user input; continuously synchronize the modified editor value with the engine value; generate a processed animation value based on the synchronized engine value; and modify the animation effect based on the processed animation value.
This system relates to a software framework for real-time animation editing, addressing the challenge of maintaining synchronization between design-time editing and runtime animation execution. The system includes a user interface with an editor module and an engine module, each containing a model that manages a bindable property linked to an animation effect. The editor model stores an editor value representing the current state of the property, while the engine model stores an engine value for runtime processing. When a user modifies the editor value through the interface, the system updates the editor value and continuously synchronizes it with the engine value. The synchronized engine value is then processed to generate a final animation value, which dynamically adjusts the animation effect in real time. This approach ensures that changes made in the editor are immediately reflected in the animation output, eliminating latency and improving workflow efficiency for animation designers and developers. The system is particularly useful in applications requiring live previews or interactive animation adjustments, such as game development or multimedia authoring tools.
20. The system of claim 19 , wherein the processors are further operable when executing the instructions to: display an animation effect in a display module associated with the editor user interface; synchronize the processed animation value with a runtime value, wherein the editor module further comprises the runtime value; and output the runtime value in the display module while the animation effect is displayed.
This invention relates to a system for editing and displaying animation effects in a user interface. The system addresses the challenge of synchronizing animation values between an editor and runtime environments to ensure smooth and accurate visual feedback during animation design. The system includes a processor executing instructions to display an animation effect in a display module associated with an editor user interface. The animation effect is generated based on processed animation values. The system synchronizes these processed values with a runtime value, which is part of the editor module. While the animation effect is displayed, the runtime value is output in the display module, allowing users to see real-time changes. This synchronization ensures that the animation behaves consistently between the editing and runtime states, improving workflow efficiency and accuracy. The system may also include additional features such as adjusting animation parameters, generating intermediate animation frames, and applying transformations to animation elements. These features enhance the flexibility and precision of the animation editing process. The synchronization mechanism ensures that any modifications made in the editor are immediately reflected in the runtime display, providing a seamless editing experience. This approach is particularly useful in applications requiring dynamic and interactive animations, such as game development, multimedia design, and user interface prototyping.
Unknown
August 11, 2020
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